THE OFFICIAL HALO FEEDBACK THREAD

Please no armor abilities in Halo 4 campaign or multiplayer. Please the maser chiefs story means so much to me and armor abitities ruin it for me. PS both Halo 4 and Halo CE anniversary look amazing well done and time cant go quick enough until they are out. Please do some Vidocs 343 style frequently

Yes, please no Armor Abilities in Halo 4. It’s just not Halo.

> > > Personally I cannot stand how Master Chief let us not forget that he is in cryo sleep that means he does not change out of what he is in especially when there is no other suits and no oxygen on the back half of of the forward unto dawn.
> >
> > The explosions coming out of the side of the Dawn as it’s pulled toward that bigger ship in the teaser suggest there is oxygen in some parts of the ship. Just because it’s zero-G doesn’t mean there’s no oxygen.
>
> Yes you have a valid point in that. I was mostly taking into consideration that the ship as cut in half by the dyson sphere closing on the ship.
>
> Also, I am fully up for redesign completly i can understand how one thing over the course of time can be a bit tiresome but at least we would need a reason and an explination fo the redesign, not just have it happen and just hope the fans accept it with out any though or idea of how thoes said supplies got there all the way out into the void of space whit no real logical way for him to change mid cryo sleep and then wake up and fully know how to use ever new detail with the new set of armor.
>
> All I am really saying is that the people who play thes games have a mind to understand the dynamics of change and fully appreciate it when it happens especailly if it happens to be to a very iconic Character like the Master Chief.
>
> Now personally what Bungie did for Reach and being able to customize your character and have it show on screen and be apart of the character really added a feel that you were choosing some part for that character and added even more sence of depth to the character. Granted everybody has their own opinions on the said subject but i think that being a new trilogy you could throw out some of the old rules and start anew in certian aspects. I mean we all play as the Chief shouldnt he reflect what we think of him and how we choose for him too look or not is entirely up to the developers.
>
> Halo is a great franchise and it has so much potential i just want to see it go furthure as much as possible and if that is me expressing what i can on a forum i am more than happy to do so. Whethere 343i decides to listen is entierly up to them but I do expect them to do their very best to make the fans as happy by looking into what everyone says and make every stride to make the best Halo possible.

First off its not a Big Ship its a planet and its probably a shield world. Second it wasn’t a dyson sphere that closed on the ship it was a portal a dyson sphere is more like what a shield world is. Third there may or may not have been oxygen in the ship but that doesnt matter because if you examine his chest piece carefully you can see the scratches in the armor that he had from Halo 3. This can only suggest 2 things. 1. the jet pack has always been there= wrong he would have used it. 2. MC put on some attachements to his armor in specific possibly an EVA suit, we know the UNSC has them and theres a Spartan varient so its more than likely.= best idea I have let me know if you have a better way of explaining how his jet pack got there. I would also like to note that he had very different shoulders which could mean its part of the possible EVA suit.

I would like a moa plushie please, that is all.

<4

I know most people won’t say it, so I will.

The AA’s, while certainly not perfect, are good idea which simply need more thought on how to counteract the potential abuse of them.

Bloom isn’t that big of a deal. I would rather have Reach’s far superior (than H3/2) netcode, hitscan weapons and bloom than I would like to go back to random spread and the older netcode.

Nothing is perfect, CE~Reach included, but they are all fun in their different ways. Reach is very good, and I am glad you are continuing the engine use in CE:A.

If you do end up deciding to remove AA’s or bloom, just please keep hitscan weapons, industry leading netcode, and sprint.

Karl P

With the advent of Halo 3, we received the option to further customize our multiplayer experience on levels not present in previous game. Halo Reach took these and added a few more key options (such as gravity, melee damage, ect…). These options vastly improved the experience for those who like a modified experience from what you get in matchmaking. Everybody from casual infection lovers, to people who like screwing around with 300% movemement speed, to even the most hardcore competitive players benefited from these options. I repeat, nobody’s experience was dampened by the option of changing the settings of the game.

That being said, I come to you as somebody that loves halo. I love the new settings they implemented and love the new options they gave to casual and competitive players alike. However, I feel that one option has been left out. One option, that if implemented, would help many people more than any other single options. One that could have fixed the flaws of the classic playlist. One that could add new options to the infection and invasion scene. One that could help 343i iron out issues with playlist without releasing a title update. One that could give the MLG crowd fixes that they want. One that could give mini-game creators the ability to iron out their gametypes.

This option is probably the most significant option that could be included, as it would help just about everybody: Individual Weapon modifiers.

It is an idea that many have been asking for for a while. However, most of these have been too little and too late. I come before these forums to point out why it should be implemented.

  1. It allows the developer to change inherent parts of the game without using a title update. For example, the classic playlist could be modified to have normal powered grenades while still keeping the buffed AR and NR if this had been included as an option. However, since it wasn’t, 343i or Bungie would have to release a costly title update simply to change one flaw.

  2. It allows communities to get vital sandbox modifications that would infinitely help them improve something their gametypes. For example, people who want a more hardcore competitive settings could increase the power of the primary starting weapon, modify randomness principals, and tweak damage of power weapons such as rockets. Likewise, an invasion gametype could modify the human weapons to be weaker or stronger than the covenant weapons to improve upon the player’s experience on a certain infection map. BTB players could modify the damage that vehicles do to promote or nerf vehicle combat. Infection players could modify the damage that an certain weapon does against the zombies rather than trying to use a different weapon to fill the role you want (for example, if you wanted to make a weak scoped weapon you could nerf the pistol instead of compromising for a plasma pistol or something).

  3. It harms nobody. It will literally not negatively impact anybody at all. Standard gametypes are still the bread and butter of matchmaking. If one wishes not to participate in any of the funky gametypes created, they do not have to. For example, people who didn’t want to play swat in halo 2, merely had to navigate away from that playlist and hang out with friends to like playing the same gametype as them. Nobody would be making someone play these option. That is why it is called an option. The benefit of this change would FAR outweigh any negatives and would only add to the replayability factor of the game. Being able to fix broken elements on the fly would be a massive tool for 343i to implement, and being able to modify the game experience to how you want to play will only increase the number of people who love this game. The negative consequences are virtually zero and the positives are unlimited. It is a smart business decision and a great thing they would be giving to their fans.

The more it’s like Halo 3, the happier I’ll be. Note: Not looking for a Halo 3 clone. Just I think that Halo 3 nailed it when it comes to gameplay and story, so build on that.

The single player campaign is more important to me than Match Making- but multiplayer is still a big deal.
If 343i doesn’t excel in campaign development, you automatically lost many customers.

Map size.

Though I like the larger maps of Halo Reach, custom games and CQB multiplayer work better on smaller maps.

Think Narrows, or Blackout.

Just a few general thoughts:

Don’t Make The Player Have to Rely on Friendly AI
This is one of the must frustrating things that can happen to you: You’re trying to get through a mission or a particular part of it, and have to rely on friendly NPCs. An example that springs to mind is the mission Coastal Highway in ODST where you have to drive a Warthog with Buck as gunner. It’s ok on lower difficulty settings, but it becomes a nightmare on legendary.

Very often Buck would track a target (i.e. keeps pointing the turret at it) but simply doesn’t shot for some reason. Or he switches targets shortly before killing his current one; e.g. he has to hit a Banshee three times with the Gauss cannon to kill it, but shoots it only twice and then changes targets even though that very same Banshee just turned around and is opening fire.

Now, don’t having any friendly NPCs around also isn’t great. But they should only serve roles such as distractions, to draw enemy fire, and so on. The player should never have to rely on their performance to advance through a level.

Don’t Make The Player The Top-Priority Target For Enemy AI
This happens quite a lot throughout all Halo games, but is really most noticable in Reach. It’s especially obvious at the beginning of Long Night of Solace; Noble Team is proceeding along the beach, and Covie forces concentrate their fire on the player as soon as he is visible.

The enemy AI ignores the other Noble members and focuses on the player. I’ve tested this a bit and can say with absolute certainty that factors such as who is closest to the enemy AI, who is inflicting most or least damage, etc. don’t seem to play a role at all. As soon as an enemy spots me, I become the main target.

While this isn’t a gamebreaker, it does leave me wondering why I am so much more important than the rest of my team. And that damages the whole atmosphere and immersion. Why am I considered a far more dangerous threat with my magnum than Jorge with his heavy machine gun or Carter with his DMR? I would fully understand this if I was dropping Covies left and right and thus am considered a vital target. But that just isn’t the case. I become the most vital target even if I don’t fire a single shot at all.

English-Speaking Aliens
To be honest, I was immensely disappointed that none of the Covies in Reach are speaking English anymore (except for the grunt mumbling “Strange, I dream in English!” in his sleep). I don’t know if this is just a “Bungie thing”, but I really enjoyed all the funny lines both friend and foe had to say with the IWHBYD skull enabled. That alone was reason enough to play through campaign missions again and again, almost always finding something new you hadn’t heard before.

So, if you decide that the aliens should speak their own language for reasons of immersion (which is absolutely fine), please include an option to have them talk in English, e.g. by activating a skull or something like that.

Covie/Human Weapon Power
In all of the Halo novels I’ve read, Covenant weaponry is always described as being far more powerful than anything mankind as available, with exceptions like the Spartan Laser. So it’s really strange that human and Covenant weapons are equally powerful. Why I understand that this has to be in order not to mess up multiplayer, why not boost Covenant weapon power (or whatever alien race we’ll encounter in future Halo games) compared to human weapons at least in the campaign?

> Just a few general thoughts:
>
> Don’t Make The Player Have to Rely on Friendly AI
> This is one of the must frustrating things that can happen to you: You’re trying to get through a mission or a particular part of it, and have to rely on friendly NPCs. An example that springs to mind is the mission Coastal Highway in ODST where you have to drive a Warthog with Buck as gunner. It’s ok on lower difficulty settings, but it becomes a nightmare on legendary.
>
> Very often Buck would track a target (i.e. keeps pointing the turret at it) but simply doesn’t shot for some reason. Or he switches targets shortly before killing his current one; e.g. he has to hit a Banshee three times with the Gauss cannon to kill it, but shoots it only twice and then changes targets even though that very same Banshee just turned around and is opening fire.
>
> Now, don’t having any friendly NPCs around also isn’t great. But they should only serve roles such as distractions, to draw enemy fire, and so on. The player should never have to rely on their performance to advance through a level.
>
> Don’t Make The Player The Top-Priority Target For Enemy AI
> This happens quite a lot throughout all Halo games, but is really most noticable in Reach. It’s especially obvious at the beginning of Long Night of Solace; Noble Team is proceeding along the beach, and Covie forces concentrate their fire on the player as soon as he is visible.
>
> The enemy AI ignores the other Noble members and focuses on the player. I’ve tested this a bit and can say with absolute certainty that factors such as who is closest to the enemy AI, who is inflicting most or least damage, etc. don’t seem to play a role at all. As soon as an enemy spots me, I become the main target.
>
> While this isn’t a gamebreaker, it does leave me wondering why I am so much more important than the rest of my team. And that damages the whole atmosphere and immersion. Why am I considered a far more dangerous threat with my magnum than Jorge with his heavy machine gun or Carter with his DMR? I would fully understand this if I was dropping Covies left and right and thus am considered a vital target. But that just isn’t the case. I become the most vital target even if I don’t fire a single shot at all.
>
> English-Speaking Aliens
> To be honest, I was immensely disappointed that none of the Covies in Reach are speaking English anymore (except for the grunt mumbling “Strange, I dream in English!” in his sleep). I don’t know if this is just a “Bungie thing”, but I really enjoyed all the funny lines both friend and foe had to say with the IWHBYD skull enabled. That alone was reason enough to play through campaign missions again and again, almost always finding something new you hadn’t heard before.
>
> So, if you decide that the aliens should speak their own language for reasons of immersion (which is absolutely fine), please include an option to have them talk in English, e.g. by activating a skull or something like that.
>
> Covie/Human Weapon Power
> In all of the Halo novels I’ve read, Covenant weaponry is always described as being far more powerful than anything mankind as available, with exceptions like the Spartan Laser. So it’s really strange that human and Covenant weapons are equally powerful. Why I understand that this has to be in order not to mess up multiplayer, why not boost Covenant weapon power (or whatever alien race we’ll encounter in future Halo games) compared to human weapons at least in the campaign?

I agree with the exception of English speaking aliens. What has made Halo so scary at times was the fact that you couldn’t understand what they were saying, and became very paranoid. It was frightning in a good way. Also, aliens realistically wouldn’t talk in English. For the sake of immersion, the foreign species of aliens in the next Halo games should not speak in English in my opinion.

Listen, i love halo, it was first online game, my first competitve game, my ONLY competitve game, but to me reach is not what halo is supposed to be, i understand you guys wanted to make halo go out with a bang (or at least bungie did) but to be honest it was more like a fart, I mean it seemed like you knew the bloom was a problem but ceased to do anything about or even admit that it was a problem, and there were other things as well, Armor lock is the by far the stupidest thing ive ever seen, its worse than juggernaught in call of duty, its lke your asking to slow the game down and make it frustrating, now i do love the idea of sprint and evade, jetpacks seem like they are just not meant to be in halo, and are kind of childish, i can deal with it though, Reach just isnt as intense as the other halos, and thats what kept me and others coming back day by day to play it.

To make Halo 4 the best it can possibly be, remove bloom. I can’t understand why someone would alter the very foundation of an amazing fps experience like Bungie did. If it isn’t broke, don’t fix it. Bloom is broke. Halo IS NOT call of duty and should never be treated like call of duty. We don’t need perks (armor abilities). Map control is important in Halo (Jetpack breaks it). Your gonna respawn in 5 seconds so don’t waste my time (armor lock). Halo was built on a level playing field so the “better” player would win, not the guy who got stuck but armor locked or spammed the dmr to luckily get a headshot. Please, I have played from the very beginning. Halo Reach was the first I genuinely disliked. These are all gameplay flaws however. Reaches awful matchmaking system made it even worse to play. There was nothing wrong with the 1-50 system or at least not credits. When I see a Hero or Noble, I don’t say, wow that guy is really good. I say, wow somebody plays a lot of firefight and credit farms because I may have seen one decent Higher ranked player in about the 1000 games I have played. Please 343, for future of Halo, don’t “Noob” up this game which is what has happened since halo 3.

> I know most people won’t say it, so I will.
>
> The AA’s, while certainly not perfect, are good idea which simply need more thought on how to counteract the potential abuse of them.
>
> Bloom isn’t that big of a deal. I would rather have Reach’s far superior (than H3/2) netcode, hitscan weapons and bloom than I would like to go back to random spread and the older netcode.
>
> Nothing is perfect, CE~Reach included, but they are all fun in their different ways. Reach is very good, and I am glad you are continuing the engine use in CE:A.
>
> If you do end up deciding to remove AA’s or bloom, just please keep hitscan weapons, industry leading netcode, and sprint.
>
> Karl P

I complety disagree with you about reachs AAs and the fun level, i mean i cant play reach by myself for more than 30 mins befor i get bored, but with halo 3 and halo 2 i could play days on end by myself, all i needed was some music, and sme red bull and id be good

> To make Halo 4 the best it can possibly be, remove bloom. I can’t understand why someone would alter the very foundation of an amazing fps experience like Bungie did. If it isn’t broke, don’t fix it. Bloom is broke. Halo IS NOT call of duty and should never be treated like call of duty. We don’t need perks (armor abilities). Map control is important in Halo (Jetpack breaks it). Your gonna respawn in 5 seconds so don’t waste my time (armor lock). Halo was built on a level playing field so the “better” player would win, not the guy who got stuck but armor locked or spammed the dmr to luckily get a headshot. Please, I have played from the very beginning. Halo Reach was the first I genuinely disliked. These are all gameplay flaws however. Reaches awful matchmaking system made it even worse to play. There was nothing wrong with the 1-50 system or at least not credits. When I see a Hero or Noble, I don’t say, wow that guy is really good. I say, wow somebody plays a lot of firefight and credit farms because I may have seen one decent Higher ranked player in about the 1000 games I have played. Please 343, for future of Halo, don’t “Noob” up this game which is what has happened since halo 3.

Thumbs up to this.

Halo CEA:

Excellent job, guys. I’m a bit disappointed that we aren’t going to see the return of the original multiplayer, but I also have heard that you’re doing some stuff to make that experience feel a little more classic. On that note, you should really reveal those details ASAP, as in, really soon. The fanbase is getting flustered to say the least, and I think it’d put many minds at ease if you came out with those classic details that you have planned for Reach upon the release of Halo CEA.

Also, I really hope those classic plans include a gametype without bloom, AAs, or nuke-nades.

Halo 4:

Not much I can say here, other than try to step back and forget Reach. Reach is easily the worst game in the series, and building off of it will get you nowhere with the fans. Look at Halo 1 and 2. Find out what they did right, and go from there. I want Halo 4 to get back to its roots.

Halo Reach:

Fix the game. I don’t mean remove everything that makes it what it is…But fix it.

Armor Lock? Clearly unbalanced. Nerf it however you see fit, but a few good suggestions are removing the EMP, cutting down the number of uses/length of use, and outright removing it from all playlists.

Bloom. Oh bloom bloom bloom…How wrongly you were implemented. Currently, spamming can win you a fight. Take that away. Make it so if your reticle is blown out, there is no chance of your bullets hitting your target. FORCE people to pace their shots.

Gameplay. It needs to be sped up. Buff all non-power weapons. Pistol/DMR? 4 shot. NR? 6 shot. Buff AR/PR. Done. Movement needs to be sped up as well, and not in-game. Patch it so it doesn’t feel “Glidey”.

Vehicles: Buff their defense. They’re like glass cannons. No fun at all.

There’s my feedback. Hope it wasn’t too long.

If you guys still have time. Change the Mark V helmet for the CE Anniversary. Halo 3 Mark V looked great. Something like that would be perfect.

^

I think they’re still working on it.

Hey, guys, new to the forum.

I made a thread touching on tips for Halo 4’s story, a bit different than what others have said, I think. Hoping 343 reads it.

http://halo.xbox.com/forums/general/f/10/p/8064/65921.aspx#65921

For the Halo:CE remake, please give us a multiplayer similar to how it was for the actual game. People have been wanting to play that multiplayer over xbl forever and this is fianally our chance to. Please do not make us play more of the garbage multiplayer that is halo reach.

As for Halo 4, the multiplayer should be like it was in the first 3 games. Everybody enjoyed the competitiveness of those games which allowed them to be played for long periods of time. Bloom and armor abilities just don’t fit in the Halo series. Don’t try to change halo to be more like other games. You had people enjoying halo because of how it was different from other games. Just give us back the fun, competitive game that we all loved. A ranking system that people actually care about would be nice too. People cared if you had a 50, not what league u were in for a month.

I can honestly say if the Halo:CE remake and Halo 4 are like Reach, I will no longer be buying or playing Halo games.

let me first say that i have been playing halo RELIGIOUSLY since halo CE. i played the heck out of halo 2, averaging probably 4 hours a day AT THE VERY LEAST, often times even more than that playing the game.

for me, it has been all too apparent that the halo games have been more and more catered to the casual halo crowd.

halos 1, and 2, for example, featured INSANELY large skill gaps in my opinion. most of this was due to how precise you had to be with your weapons, and equipment. halos 1, and 2 also featured button combos that heightened the skill gaps for the games IMMENSELY!

in my opinion, this is why those 2 halo games did so well, and were so widely received and accepted. in halos 1, and 2, it felt like no matter how absolutely incredible you got, you could not only IMPROVE, you could literally get TWICE as good, even if you were already playing at the level of the pros. because of this insane room for players to grow, and areas to grow in (like learning the button combos to help fuel their expertise in certain situations), halos 1, and 2, were non-stop adrenaline fests that were ALWAYS fun to play.

halo 3 removed the button combos (or at least it tried to), and made everything a bit more smooth for xbox live gameplay. the biggest mistake halo 3 made was not using HITSCAN gameplay, which made all of the guns incredibly un-reliable depending on the connection to the host. this is something halo reach has done very well. the net-code in halo reach is absolutely PHENOMENAL because of HITSCAN (and how advanced it is too).

the problem with halo 3, for me, was that much of the skill gap in that game was removed from its halo 2 counterpart. its pretty unreasonable to think you could make a game that has as much skill gap as halos 1, or 2 did, however. halo 3 was still a great addition to the series, and i played it frequently. to me, halo 3 took many of the already good mechanics found in halo games, and improved upon many of them, and smoothed out others.

halo reach, on the other hand, in my opinion, is an abomination of mad mechanics.

for example:

============
SHOOTING

in halos 1, 2, and 3; if you faced off against someone with the same weapon versus itself, the person who shot better would win 100% of the time (not the person who was better at shooting, the person who shot better for that one encounter). of course host advantage always plays a part in messing with this, but its basically always been how it has worked in the past halo games aside from halo reach. in halo reach, however, if you shoot technically worse, by full-auto-spamming your DMR, you will still get kills (at almost any range, save long range), even tho you are clearly completely ignoring the new bloom mechanic.

bloom itself is a GREAT idea, dont get me wrong. i am ALL FOR bloom being in halo 4. what i DO NOT want to see is people completely ignoring the mechanic by mashing their R triggers while i try to actually observe the mechanic and pace with a cadence, and lose to the person just mashing his R trigger. the algorithm in halo reach’s DMR simply does not make a lick of sense as it currently is.

not only does the person who shoot technically worse have a chance to win, in close combat, spamming your DMR is actually OPTIMAL (for the first 4 hits), so the result of these close combat spam battles is COMPLETELY RANDOM.

so we’ve gone from the perfect

Shoot better -> win

concept, to a clearly worse

Shoot better -> win (unless someone is spamming, then god knows what will happen; and spamming is optimal at close range)

so please, for the love of everything golden about shooting DO NOT add any RANDOM LUCK factors into shooting. if you implement bloom, make it so if you mash your R trigger you will straight up LOSE 100% of the time at EVERY RANGE (including close range).

============
GRENADES

in halo reach, the grenades are entirely too strong. the combination of the fast fuse time, large blast radius, their amazing ability to stick to the floor, and slow player speed / jump height, turns grenades into the BEST non-power weapon in the game. there is no point in using any other non-power-weapons if you have a ‘mini nuke’ to throw. grenades have always been TOOLS to AID in players getting kills. in halo reach, however, they are literally all you need to get kills because of how strong they are.